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A frigate under sail above the Golden Sea
Part I · The Campaign

Chapter I

Campaign at a Glance

A continuation, an alternate opening, and the shape of the whole story.

GM·Campaign·All chapters

Premise

In the summer of 7202 Post Sundering, the San Telmo Incident exposes an active listening chamber beneath a plantation estate on Canula Prime. The immediate disaster may have been contained, but reports, samples, witnesses, and contradictory ledgers have already begun to move. The Convener calls an international conference to restore confidence, secure trade, and prove that the island remains governable. In private, the Project Custodian intends to turn the crisis into an auction.

The characters are attached to the DeSauros mission from the Duchy of Heller, a Valdegracian duchy whose commercial flexibility and hidden naval strength make it useful, suspect, and dangerous. Their visible task is to support the delegation during negotiations. Their real work is to decide which truths can be proved, which people can be protected, and whether the device recovered from San Telmo is a machine, a key, or an ear pressed against something deeper inland.

Campaign Profile

FIELDDEFAULT
SettingCanula Prime, Boca Serena, Porto Sombra, San Telmo, the inland jungle, and the skies above the Golden Sea.
Length12-18 sessions; shorter tables may combine Acts I-II and VI-VII.
Core ModesPolitical intrigue, investigation, covert action, social leverage, rescue, airship conflict, jungle survival, and Source horror.
Player PositionAgents, escorts, negotiators, specialists, or deniable operatives attached to the DeSauros mission.
Central ThemesLoyalty, exploitation, redemption, colonial ambition, buried history, and the price of controlling knowledge.
Default ContinuityBegins after the San Telmo Incident; an alternate prologue supports standalone play.
System SupportConversion guidance for D&D 5e, Pathfinder First Edition, Pathfinder 2e Remastered, and Forged in the Dark.
Setting
DEFAULT
Canula Prime, Boca Serena, Porto Sombra, San Telmo, the inland jungle, and the skies above the Golden Sea.
Length
DEFAULT
12-18 sessions; shorter tables may combine Acts I-II and VI-VII.
Core Modes
DEFAULT
Political intrigue, investigation, covert action, social leverage, rescue, airship conflict, jungle survival, and Source horror.
Player Position
DEFAULT
Agents, escorts, negotiators, specialists, or deniable operatives attached to the DeSauros mission.
Central Themes
DEFAULT
Loyalty, exploitation, redemption, colonial ambition, buried history, and the price of controlling knowledge.
Default Continuity
DEFAULT
Begins after the San Telmo Incident; an alternate prologue supports standalone play.
System Support
DEFAULT
Conversion guidance for D&D 5e, Pathfinder First Edition, Pathfinder 2e Remastered, and Forged in the Dark.

The Eight Acts

ACTTITLECENTRAL CHANGE
IAshes of San TelmoThe previous ending becomes the starting political reality.
IIMasks at the TableFormal negotiations turn every discovery into leverage.
IIIThe Shadowed TideThe party uncovers the trafficking network beneath respectable trade.
IVThe EarA reconstructed listening device points toward the true inland Source.
VWolf in the CloudsVan Rijn fixes Albion’s frigates while landing sloops approach the island and Wolfhound closes from behind.
VIThe Jungle RemembersThe Clann intervene, erase the battlefield, and test the party.
VIIThe Breathing SourceContradictory signals force the Source into a failed correction.
VIIIThe Price of FortuneThe characters decide what becomes law, scandal, secret, or war.
I
TITLE
Ashes of San Telmo
CENTRAL CHANGE
The previous ending becomes the starting political reality.
II
TITLE
Masks at the Table
CENTRAL CHANGE
Formal negotiations turn every discovery into leverage.
III
TITLE
The Shadowed Tide
CENTRAL CHANGE
The party uncovers the trafficking network beneath respectable trade.
IV
TITLE
The Ear
CENTRAL CHANGE
A reconstructed listening device points toward the true inland Source.
V
TITLE
Wolf in the Clouds
CENTRAL CHANGE
Van Rijn fixes Albion’s frigates while landing sloops approach the island and Wolfhound closes from behind.
VI
TITLE
The Jungle Remembers
CENTRAL CHANGE
The Clann intervene, erase the battlefield, and test the party.
VII
TITLE
The Breathing Source
CENTRAL CHANGE
Contradictory signals force the Source into a failed correction.
VIII
TITLE
The Price of Fortune
CENTRAL CHANGE
The characters decide what becomes law, scandal, secret, or war.

What the Characters Actually Do

  • Protect witnesses and decide which authorities may question them.
  • Build a negotiation position from evidence, alliances, favors, and controlled disclosures.
  • Infiltrate delegation quarters, estates, warehouses, prisons, and laboratories.
  • Choose whether to work with Montoya, the Shadowed Tide, Vega, the Clann, or none of them.
  • Break or expose a trafficking route without sacrificing the people trapped inside it.
  • Fight through an aerial and ground extraction while command signals fail above the clouds.
  • Enter a sacred Source complex where memory and matter no longer remain separate, then return to the table and decide which truth the region can survive.
  • ✦
    Next · Ch IIContinuity and Starting States
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    For the Game Master's eyes

    Tales of Mar de Oro · Game Master's Guide · Johnny Crown · 7202 Post Sundering

    Restricted · For the Game Master

    Mar de Oro Game Master Area

    This is the Game Master side of Tales of Mar de Oro: campaign chapters, session preparation tools, and running guidance for the Golden Sea. It is open to anyone, but it is written for the person behind the screen.

    Campaign spoiler warning: the material past this point includes faction secrets, hidden truths, and the sequence of events behind the campaign. Reading it as a player will hollow out surprises the setting depends on.

    Spoiler-free GM resources you can open without entering: Mar de Oro GM Tables and new Game Master onboarding.

    Return to player material

    7202 Post Sundering · Johnny Crown